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warzone.py
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warzone.py
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import pygame
from graphics import Graphics
from missile import Missile
from enemy import Enemy
from collision import Collision
from scorecard import ScoreCard
from tank import Tank
class WarZoneController:
__instance = None
__missiles = []
__enemies = []
__graphics = None
__collisionPoints = []
__collisions = []
__scoreCard = None
__tank = None
@staticmethod
def getInstance():
if WarZoneController.__instance is None:
__instance = WarZoneController()
return WarZoneController.__instance
def __init__(self):
if WarZoneController.__instance is not None:
raise Exception("This class is a singleton")
else:
WarZoneController.__instance = self
self.__graphics = Graphics.getInstance()
self.__scoreCard = ScoreCard.getInstance()
self.__tank = Tank.getInstance()
print("WarZoneController Initialized")
def addMissile(self, launchPosition):
missile = Missile(launchPosition)
self.__missiles.append(missile)
# def destroyMissile(self, missile):
# self.__missiles.remove(missile)
def addEnemy(self, launchPosition):
enemy = Enemy(launchPosition)
self.__enemies.append(enemy)
def displayWarZone(self):
self.checkForCollision()
self.removeInActiveMissiles()
self.removeInactiveEnemies()
self.displayMissiles()
self.displayEnemies()
return self.__collisions
def checkForCollision(self):
self.__collisionPoints.clear()
self.__collisions.clear()
# for enemy in self.__enemies:
# if enemy.getRect().colliderect(self.__tank.getRect()):
# print(f"Enemy {enemy.getEnemyId()} brought your tank down")
# enemy.setActive(False)
# self.__scoreCard.loseLife()
for missile in self.__missiles:
if missile.getRect().top <= 5:
missile.setActive(False)
print(f"Missile {missile.getMissileId()} missed")
for enemy in self.__enemies:
if enemy.getRect().bottom >= (self.__graphics.getFieldSize()[1] - 5):
enemy.setActive(False)
print(f"Enemy {enemy.getEnemyId()} attached your fort")
self.__scoreCard.loseLife()
for missile in self.__missiles:
if missile.isActive():
for enemy in self.__enemies:
if enemy.isActive():
if missile.getRect().colliderect(enemy.getRect()):
# print(f"Missile {missile.getMissileId()} at {missile.getRect()} collides with Enemy "
# f"{enemy.getEnemyId()} at {enemy.getRect()}")
# print(missile.getRect())
# print(enemy.getRect())
missile.setActive(False)
enemy.setActive(False)
# print("Collision")
# collisionPosition = (missile.getRect()[0], missile.getRect()[1])
collisionPoint = ((int(enemy.getRect().left + missile.getRect().left) / 2),
(int(enemy.getRect().bottom + missile.getRect().top) / 2))
self.__missiles.remove(missile)
self.__enemies.remove(enemy)
collision = Collision()
collision.setCollisionPoint(collisionPoint)
self.__collisionPoints.append(collisionPoint)
self.__collisions.append(collision)
# Collision.createCollisionAnimation(collisionPosition)
# missileRects.append(missile.getRect())
# for enemy in self.__enemies:
# if enemy.isActive():
# enemyRects.append(enemy.getRect())
# for missileRect in missileRects:
# for enemyRect in enemyRects:
# if missileRect.colliderect(enemyRect):
# print ("Collision")
def removeInActiveMissiles(self):
for missile in self.__missiles:
if not missile.isActive():
self.__missiles.remove(missile)
def removeInactiveEnemies(self):
for enemy in self.__enemies:
if not enemy.isActive():
self.__enemies.remove(enemy)
def displayMissiles(self):
for missile in self.__missiles:
missile.displayMissile()
def displayEnemies(self):
for enemy in self.__enemies:
enemy.displayEnemy()
class WarZone:
__count = 0
__isActive = False
__launchPosition = []
__currentPosition = []
__succeeded = False
__Image = ""
__graphics = None
__itemId = __count
__missileCount = 0
__isActive = False
__launchPosition = []
__currentPosition = []
__succeeded = False
__missileImage = pygame.image.load("resources/images/bullet.png")
__graphics = None
__missileId = __missileCount
def __init__(self, launchposition):
self.__isActive = True
self.__launchPosition = launchposition
self.__currentPosition = launchposition
self.__graphics = Graphics.getInstance()
WarZone.__item
Missile.__missileCount += 1
self.__missileId = Missile.__missileCount
print(
f"Missile {self.__missileId}/{Missile.__missileCount} launched from [{self.__currentPosition[0]}, {self.__currentPosition[1]}]")
def displayData(self):
print("The current location is " + str(self.__currentPosition[0]) + ", " + str(self.__currentPosition[1]))
def displayMissile(self):
self.__graphics.screen.blit(self.__missileImage, self.__currentPosition)
result = self.moveMissile()
if result != 0:
self.__isActive = False
def moveMissile(self):
self.__currentPosition[1] -= 5
# 0 - Missile is inside the canvas
# 1 - Missile is outside the canvas
# 2 - Missile has killed the enemy
if self.__currentPosition[1] > 5:
# self.isMissileInsideCanvas()
return 0
else:
return 1
def isMissileInsideCanvas(self):
print(str(self.__currentPosition[0]) + "," + str(self.__currentPosition[1]))
def isActive(self):
return self.__isActive
def setActive(self, isActive):
self.__isActive = isActive
def getMissileId(self):
return self.__missileId
def destroy(self, succeeded):
self.__isActive = False
self.__succeeded = succeeded
def getRect(self):
rect = pygame.Rect(self.__missileImage.get_rect())
rect.left = self.__currentPosition[0]
rect.top = self.__currentPosition[1]
rect.topleft = [self.__currentPosition[0], self.__currentPosition[1]]
rect.bottomright = [self.__currentPosition[0] + rect.width, self.__currentPosition[1] + rect.height]
print(f" Missile coordinates: {rect[0]}, {rect[1]}, {rect[2]}, {rect[3]}")
return rect
# pygame.Rect(self.__missileImage.get_rect())